These are the crit formulas for some levels 1-4, 9-11 and 13.
To build on what you did, in a way. I noticed that you see the amount of stats you gain per level. So, with that in mind went through all five of Force's playthroughs and here is the point increase per level (for the levels he got in the playthroughs:
I will be using these in my calculator, and update (for wizard only) right now.
I've been working on an all-in-one calculator for all classes. (working off the Wizard right now). By all-in-one I mean:
1). You'll be able to pick which level you want (in order to start with correct base stats)
2). You'll see how much XP till next level
3). You'll be able to see what you're base Details will be (Crit, crit dmg, DR, etc) that are based off stats
4) be able to (EVENTUALLY!!!) factor in gear on top of base stats for a true look at your character at level 60
DISCLAIMER:
-The white numbers in the Attribute table are filler numbers not actually.
-Read the "NOTE" in the semi-orange about the projected level 60 stats.
-The "Total Increase", AVG. Attribute (Per Level)", and "Projected Level 60 Stats" are based on the first 13 levels distribution only, hence the number 13 in the chart is yellow to remind me.
-Still need to add in, DPS, all Details from Character sheet, and make a decent looking Paper Doll.
-MOST OF ALL, need formulas for % and other things that are not simply 1 for 1
Will update, most likely in new thread, when it's done with More description, how to use.
Another thing we are unsure of is if there are any hard caps or diminishing returns thresholds. I suspect that kind of info will only become available once people are at level cap though >_>.
Good point. Although, if there are good uniques equippable at a low level (like a diablo 3 version of sigon's set) it may be possible to test out Armor cap with lowbies. (since it takes less Armor to get the same % damage reduction at low levels)
I'm with both of you on your train of thought. I wrote a PM to Force, ScyberDragon, and Sixen about this. He is the main chunk of it:
Say you liked the Wizard and wanted to figure out the Min/Max stats. Going off armor you could make guesses, and stats at level 13 in Beta, but it won't be close and highly prone errors.
I feel the proper way to do this is:
1) Take down the stats of the "naked" (no armor on/ no self buffs / no player buffs for each level; 1-13.
2)Take down the stats of the "NOT naked" (WITH armor on, +stats only / WITH self buffs, +stats only / With player buffs, +stats only for, each level; 1-13. Will explain why bellow.
3) The change in +dmg, +crit, +crit dmg, etc. Basically a screenshot of the character sheet (for each of the above).
4) Lastly, a note of which stats go up, at which levels, by how much, from levels 1-13. This is to see if there is a trend that can be taken and projected to level 60.
The reason for the two different stats above is two-fold:
A) Gives a bare character stat increase, like the 4th note above, gives us a starting point for figuring out which ability is better, rather than the end point of the ability itself.
Someone made a note on the forums about this. They said a beta tester noted that there seemed to be a diminishing returns on gaining more of a stat (like WOW). While this isn't anything ground breaking, in the sense that it hasn't been done before; this is the reason for the second recording.
The diminishing returns will most likely be small per each level, but will only be detectable if you have a rather LARGE amount of a stat going from level to level to level. Also, DR may not take effect till Level 10, 30, or not, but must keep in mind while doing this.
Example:
Say at level 10, 15 crit rating (I know bad WOW ref.) = 1%crit
and at level 11, 17 crit rating = 1% crit
At level 10 you have say 15 crit rating, therefore you have 1.000% crit
at level 11 you have the same 15 crit rating, therefore you have 0.882% crit
but taking better gear to bump up, (for better accuracy):
At level 10 you have 32crit rating, therefore you have 2.133% crit
at level 11 you have the same 32 crit rating, therefore you have 1.882% crit
"Okay so bigger number, bigger percent crit, but still apples and oranges..."
Yes you are correct, but that's not what I am worried about, it's the percent error. Remember, for this and all stats we don't know that lv10, 15=1% and lv 11, 17=1% so here's the end result
15 / 1.000 = 15.000 15 / 0.882 = 17.006
32 / 2.133 = 15.0023 32 / 1.882 = 17.003
Taking the fact with more crit in the second set of numbers,you get a much closer number to 17 (all be it small) but it proves the point.
So this is why I said point 1-4 matter; a quick proof that,will only be proven more as the rating to percent increases get more exaggerated (if DR is in D3) at higher levels, with max gems and runes.
My logic here is:
1) figure out base stat increase per level.
2) figure out %crit, % dmg, %mf, etc. per changes above only.
3) attempt to determine if DR is in game, or not.
4) figure out procces for formulas (without gear, buffs).
5) figure out procces for formulas (with gear, buffs).
6) start factoring in abilities.
I'm going to start an Excel worksheet based of your ideas and my own this weekend. HOPEFULLY we can get some in-game numbers to start. This be a good start to building a D3 Skill and Stat Calculator, for any level not just max.
With some more measurements we could try to reverse engineer the formulas behind armor, precision and defense. If anyone feels like doing this I have some ideas on how to proceed.
I would like to start digging into the numbers and looking for people to do the same. I think playing around with Excel would be the best way to go about it. I have a Vent server (15 max, mainly for a few friends, BUT others can join if you want to discusse out loud and reporting the final thoughts here). PM me I also have a few thoughts on how to measure base stats and percent changes.
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To build on what you did, in a way. I noticed that you see the amount of stats you gain per level. So, with that in mind went through all five of Force's playthroughs and here is the point increase per level (for the levels he got in the playthroughs:
I will be using these in my calculator, and update (for wizard only) right now.
I've been working on an all-in-one calculator for all classes. (working off the Wizard right now). By all-in-one I mean:
1). You'll be able to pick which level you want (in order to start with correct base stats)
2). You'll see how much XP till next level
3). You'll be able to see what you're base Details will be (Crit, crit dmg, DR, etc) that are based off stats
4) be able to (EVENTUALLY!!!) factor in gear on top of base stats for a true look at your character at level 60
DISCLAIMER:
-The white numbers in the Attribute table are filler numbers not actually.
-Read the "NOTE" in the semi-orange about the projected level 60 stats.
-The "Total Increase", AVG. Attribute (Per Level)", and "Projected Level 60 Stats" are based on the first 13 levels distribution only, hence the number 13 in the chart is yellow to remind me.
-Still need to add in, DPS, all Details from Character sheet, and make a decent looking Paper Doll.
-MOST OF ALL, need formulas for % and other things that are not simply 1 for 1
Will update, most likely in new thread, when it's done with More description, how to use.
Picture of Calculator:
Picture of Details I need to add:
I'm with both of you on your train of thought. I wrote a PM to Force, ScyberDragon, and Sixen about this. He is the main chunk of it:
My logic here is:
1) figure out base stat increase per level.
2) figure out %crit, % dmg, %mf, etc. per changes above only.
3) attempt to determine if DR is in game, or not.
4) figure out procces for formulas (without gear, buffs).
5) figure out procces for formulas (with gear, buffs).
6) start factoring in abilities.
I'm going to start an Excel worksheet based of your ideas and my own this weekend. HOPEFULLY we can get some in-game numbers to start. This be a good start to building a D3 Skill and Stat Calculator, for any level not just max.
I would like to start digging into the numbers and looking for people to do the same. I think playing around with Excel would be the best way to go about it. I have a Vent server (15 max, mainly for a few friends, BUT others can join if you want to discusse out loud and reporting the final thoughts here). PM me I also have a few thoughts on how to measure base stats and percent changes.